
QuiJon
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This is kind of similar to what i was going for. However i would argue that most all of these changes are pointless without afterburner being attached to fly, the main selling of this over all would be the increase in speed without all the power choices. So i would argue Ab stays with Fly, set afterburner to full time again, but keep the only effecting self. Maybe lower AB down like 2 mph and boost jumps cap up to 105, this gives jumping a noticable boost compared to how it stacks up to current afterburner. Then i say you just block all the speeds from stacking. BUT you allow slotting of Fly Speed hancers to work like swift does between Fly and EvMan. Then you have their toggles mutally exclusive so both cant run at the same time. But EVM can run with Hover. Give EM another 1-2 def bonus full time and its combat immb, kb etc resistances and figure out what a good combat flight cap for speed is (like maybe the current 58 or whatever and just set its speed so that can be reached with 1 SO. Now then should you want to take less powers you can just take Fly and with 1 slot added reach cap and have AB. And in combat will essentially be suppressed as you are currently on live with fly running. Or you can also have hover, which gives you the flight control bonuses and defense bonus running but at hover speeds, and toggle between them as you choose, OR you can also take EvMan, which will turn off flight butmatch with hover. So you can get the combat speed from EVman, the control from hover, the status resistances from EvMan, and an additional 1-2 percent defense to add to what hover gives from EvMan as well. So the three powers give you clear in combat bonuses and travel bonuses. Taking any number of them gives you something useful, and taking all three will perhaps loosen up your build a bit to allow you to maybe play with a new power pool you wouldnt normally get to choose from because maybe EVM defense bonus being in combat means you might replace a small defense power you took elsewhere. And if you do take EVM it would mean you can save the slot that would be needed to cap fly's flight speed by putting a speed in that power that is tied to fly. So really all current slotting (might need to be moved around) but should be able to be left alone in so far as how many slots are being used over all.
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Now i dont even know, seems like every issue i am getting confused on what people are having a problem with. I thought people were complaining about the speed in combat being significantly lower unless you used more slotting requiring more respec to a character. I was trying to suggest why not just let each power buff its own specificed flight ability, either hover, travel, or combat but allow Fly to also benefit from slotting in EVMan for speed (kind of like sprint) to help cap fly speed without having to use more slots IF you had taken EvMan. But essentially EvMan on its own could cap the combat flight speed with nothing else toggled on. Then it is just an argument of how fast is fast enough for in combat movement.
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Just spit balling here also, but why cant it allow some stacking of abilities just like other powers would and still offer benefit. So like: Hover gives the hover speed and defense bonus it has now and tighter controls. Gets no bonus from anything else. Flight will boost you to like current beta level, 2 slots can put you at cap afterburner (prefer non click but whatever) to 102. EvMan Puts you 1 flight speed IO from being capped to whatever is deemed ok for incombat movement speed. (therefore 1 here and 1 in flight also caps travel flight.) Give another incombat defense bonus, something small like a stealth or manuevers but still it gives it all the time. With something like this, hover will provide the combat control and defense, while EvMan provides speed and additional defense. And fly over all is only on for traveling not for combat. I dont see how this would be an issue, we can already stack multiple defense buffs so it would be no different then say having stealth pool or leadership pools defense with hover like now other then it would save a power pool pick to achieve it, which i think would be welcomed by many people in that it might open up some alternate power choices when you can get your defense and have a pool still open to chose from. And if you dont want EvMan then a slot in flight caps you but if you do then the same 2 slots cap your travel power anyway. So no more expensive to get your 87.9mph speed cap.
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It really feels to me that all these changes are getting way to convoluted instead of just finding out what we want as a base and giving it to us on each and every travel set. Is run cap is to be 120, then lets find the acceptable levels of the other travel powers that allow at their base every main choice travel power to achieve and semi reasonable equivalent travel time. Perhaps not exact. But just spit balling, 120 run, 102 jumping, 88 flight. Then they each get their bonus and let running gets it leap, maybe jumping gets the double jump and a 10mph boost so on a always on toggle they would go up to 112 mph and do that double jump. Flight gets afterburner as a toggle again giving us a boost to maybe 100mph only effecting self. And boom travel is taken care of everyone is faster, some powers are faster then others but likely about 5-10 second difference in most areas. Make all caps for strait travel accessable with the power choice and 1 additional slot. All the same investment. Then go into all these EvMan things. Just figure out what you want the top in combat travel speed. Keep it exclusive and outside of flight. So you can run hover for the incombat defense and EVM together and reach whatever is considered to be an acceptable in combat flight speed with the added controls. It kind of feels like this attempt to make everything run at one time and give some kind of benefit is just getting way to convoluted. I dont get why they just dont keep it simple. I want to travel i hit fly button, i am fighting i hit hover or hover plus EvM. one is fast, the others give me combat advantages.
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Ok my thing here is i am less worried about how fast i will be moving when i attack, and more about any changes that might effect its use or slotting as travel powers and this is what is confusing to me. I spent the last decade of play time hover blasting and toggling between fly and hover, so frankly i am assuming right now if i take evman that it will be kind of a leave it on with hover to move faster, but frankly i am not sure even then i will do that. I am fine with my hover speeds in combat right now. But it seems the ONLY real benefit of these changes was in slotting. I thought i read that in order to get to the 79.5 flight cap all that was required was to have flight with 2 50+5 IOs slotted into it. And then the free afterburner auto capped you at 102mph when it was on. Is this not right? Normally my hover/ab slotting on live consists mostly of def sets and global recharge pieces. In order to cap my travel do i now need to run +evman with flight speeds in it?
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Focused Feedback: Travel Power Updates (FLY POOL) - Build 2
QuiJon replied to Arcadio's topic in [Open Beta] Focused Feedback
Ok but you didnt use afterburner, and IMO most fliers currently have it, and obviously still have it when this goes live. On my own testing, unfortunately with AB my flier is only at 85mph but close enough really......So lets compare possibilities from the two systems. At HC current speeds speedsters go 92.5mph and run 2 miles by your own chart in 78 seconds. At HC flight with AB even only at 85mph i can fly 2 miles in about 83 seconds. So i might hit the same target about 4-5 seconds behind a speedster. At P2 the speedster is doing 120mph and does the same 2 miles in about 1 minute more or less. A flier can hit 102 mph but only for 30 seconds. This allows the flier to go just under .9 miles in 30 seconds, then he drops to 87mph which takes 45 seconds on my flier to go the final 1.1 miles. So add those up and it is taking me about 75 seconds to go that same 2 mile trip. So this new version of AB over all when plugged into all the new travel changes nets a larger difference in the times it takes to travel longer distances over .9 miles between SS and flight. So what i am saying and have been is that though speed caps appear faster, flight over all when compared to how it currently stacks up with its possibilities on live, is going to take a hit on how it performs in comparison to AT LEAST Super Speed, and likely Jumping as well. Which is why i say to make afterburner full time (when toggles) maybe kick jumping up to 108ish mph and maybe take afterburner down to 100 even. It leaves noticable speed boosts to SS and SJ over fly for the "convience" factor, but within game play wont feel like people are always waiting at the door for you to finally get there. -
Focused Feedback: Travel Power Updates (FLY POOL) - Build 2
QuiJon replied to Arcadio's topic in [Open Beta] Focused Feedback
Oh well you said it, so that must mean it is true. I didnt say it was not faster, what i have been saying is that ALL the travels in the game got faster, and the changes to afterburner when compared to the differences in travel speeds of jumping and SS from currently achievable levels flight is now slower. Period, Oh let me say it again, compared to SS new cap, flight is slower then it was now. The gap between SS full time speed and Fly+ab speed is 3 times larger then it currently is. SS has limitations to vertical that can ALL be negated at a p2w vendor and it is now faster ALL THE TIME, then it used to be compared to flight. This means in comparison Flight is slower then it compares. this means that a SS will be getting to an objective faster then they can in a race against a flier then they currently do. So Fly is faster under this patch, and SLOWER when compared to SS and Jumping then it currently is. Let me say this again "WHEN COMPARED TO....." Stop playing fox news. You know exactly the numbers i am comparing, you know exactly the point i am trying to make. -
Focused Feedback: Travel Power Updates (FLY POOL) - Build 2
QuiJon replied to Arcadio's topic in [Open Beta] Focused Feedback
No it isnt, when compared to the other travel powers. SS speed cap was 92mph, jumping was 78 (if i recall correctly) and Fly was 58mph. 92-58=34mph (original game launch) 120-88=32mph (between current test speed and flight caps) 78-58=20mph (game launch jump vs flight) 102-88=14mph (not as large but closer to launch then current caps with no AB running) I am not saying the flight cap is lower, i am saying speeds achievable by travel powers over all make speed as slow in comparison as it once was before Afterburner originally got added to the game. Meaning that after those 30 seconds we are back to 2004 flight levels. You cant speed up the game over all but increase the gaps between travels and say it is an increase, you sped up the game, and by limiting AB and increasing the SS cap createda bigger divide again that had been fixed. -
Focused Feedback: Travel Power Updates (FLY POOL) - Build 2
QuiJon replied to Arcadio's topic in [Open Beta] Focused Feedback
I dont need to test it, i played it for 7 years. There is a big difference between the way changes "play" in real game, and test. You are testing point a to b times. But that is not taking into acount when you are not going point a to b, maybe you have to level, maybe you have to sell, maybe on some maps it is close enough to not matter, maybe on others you are constantly faced with no AB because of distances. Before even looking at AB and its uses currently, the travel caps are almost EXACTLY the same differences in speed as was considerd UNACCEPTABLE anymore at the point the original afterburner was added. And the cap between 120mph and 102mph is much larger then between 87mph and 92mph that existed between speed and flight before this change. Which means that when afterburner is NOT running you are as slow as when the game first launched compared to a SS, when after burner IS running you are about 3 times the difference slower then SS from the previous version of afterburner. So yes the flight cap was raised and it is eaiser to hit it. But overall its a nerf to the flight pool if every measurable difference in speed when compared to the other travel powers the differences in speed got larger. Overall the changes have made flight a 3rd tier travel power again by comparison to other travel powers. -
Focused Feedback: Travel Power Updates (FLY POOL) - Build 2
QuiJon replied to Arcadio's topic in [Open Beta] Focused Feedback
Which is kind of in iteself misleading. Cause though i could point out that the second instance only benefited you for the last 11 seconds at most, the bigger questions to me comes when you figure that you wont always have equal times like this. In a controlled test you can click afterburner in second 1, when traveling with random needs, perhaps you come into a zone with only 10 seconds left on it and still have 1.5miles to get to your door. It reallyl doesnt matter what way you test it or how little you want to try and say the time difference might matter. Most all of us played with flight being 35mph behind Super Speed and 20mph behind jumping. And at that point flight was considered unacceptable. They gave us afterburner and even with the cost involved we took it and flight got popular again, now they are putting us back to being the slowest, taking away fulltime afterburner and making it expire in 30 seconds. Leaving us at those unacceptable speed differences for 2/3rds of the time. So i say either leave afterburner as a toggle and maybe kick up SJ by 5 or 10 mph, or knock up the flight cap 10 mph or so and make afterburner give you less of a boost for the 30 seconds. -
Focused Feedback: Travel Power Updates (FLY POOL) - Build 2
QuiJon replied to Arcadio's topic in [Open Beta] Focused Feedback
I dont know that anyone is saying they should all have the same speed cap. I at least am saying the balance should be not about percieved ease of use or safety, but for what they are TRAVEL powers. And in this way they are not equal on this new system. Fly was originally slower yes, alot slower. it ran about 35mph behind super speed. And as such was barely taken unless people only wanted to go for a theme, in which case they were being punished for wanting to do so. The Devs saw this and gave the flight pool afterburner. A toggle, which made you only effect yourself, but boosted fly to be about 10mph behind SS run cap (when you figure most people didnt full slot it for speed about 85-86mph was about the standard) and in this case fliers were now getting to doors at speeds just a few seconds behind runners. So IMO balanced though with much more investment. These changes boost running to 120mph all the time, gives runners a means to avoid the obstacles that were always said to be the down side of running, even though they have ben avoidable with cheap and free powers from the P2W vendor for ages now, and Afterburner the power that was to be the equalizer at closes now only gets you to within 18mph of speed but also toggles off every 30 seconds for 1 minute dropping fliers back down to being almost 35 MPH behind flight again until it cycles back up. To me no, i want travel powers to all work as easily as possible and allow all players to get from point a to b in the roughly same amount of time. I do not care if you want your SS to be flash like and get you there faster then anyone else. I can point out just as many fliers in comics capable of flash level speeds, i should not be inherently disadvantages because my character wants to fly. They are travel powers, utilities, they should have equal worth for what their intention is in the game mechanic and that is to get you around a zone. So how about this, i started playing this game week 1 in 2004, and up until afterburner was added and put me at about 10mph slower then a Speedster fly was unacceptably slow in comparison with getting to doors when traveling equal distances. See here is the thing, everyone wants to say "oh well fly goes in a strait line" well I call BS on that. Think for one moment how tall the buildings in Steel Canyon, or many other zones are. Getting to the altitude to avoid those would take 3 times as long travel as to just flying around them. So if i was crossing steel cayon on fly from corner to corner, i am left with the choices as a speedster, either, run the outside around the center, or run through the center and go around the buildings which is the same streets and distances a speedster is running. And if there is not tall buildings then there are lots of open space. Example again is IP. A speedster runs in water at the same speed as land. There is nothing to avoid which means that the entire time they are getting an advantage of 18-32mph with no downside to their advantage. Meanwhile a flier is moving slower and getting no advantage for it. Yes there are some places like Grandville or the shard where flight might be an advantage but there is also places like Perez Park and Eden where tree over growth makes passageways that require a flier to be essentially on the ground moving slower, with no stealth bonuses or anything that SS gets. But hit a p2w vendor and you can get a power for free that grants you jumping with your SS, or buy cheap a jet pack that over comes the vertical nature of grandville. But leaving fly so much slower all the time is putting a disadvantage on fliers through 90 percent of the game vs the 10 percent like the shard or grandville that SS might have issues for, and no tools at the p2w vendor compensates for fliers disadvantages. -
Focused Feedback: Travel Power Updates (FLY POOL) - Build 2
QuiJon replied to Arcadio's topic in [Open Beta] Focused Feedback
Doesnt feel thematic to me, it feels weak. Cant recall ever seeing Superman hear Lois' distress beacon from across the world and jump up into the air and boomingly break the sound barrier and then change over to that shot where he has to slow down over Europe to catch his breath. Here is my issue. AB was added to the game because it felt so much slower to travel when compared to the other powers. When the game launced we had Speed at 92mph cap, Jumping at 78mph cap, and Flight at 58 mph cap. AB boosted flight to about 88 mph but really figure somewhere around 85 with what most people invested in it. And even at that level Speedsters beat us to doors still and Leapers we maybe tied or just behind them maybe on the off chance we beat them slightly. Everyone seems to be approaching these changes though like because flight got a cap buff to 87mph that it is a gain in speed for flight. Personally i find speed relative. Lets say Speed cap was 60 and flight 30, everyone gets to the door slower, fliers just about the same slowness as ever. So same difference speedsters got boosted to 120mph flight to 87. That means the same 35mph of travel speed exists between speed and flight as did when the game launched in 2004, a speed that was determined to be unacceptable therefore afterburner was created in the first place. If you speed everyone up travel over all becomes faster, but the same downsides exist. Afterburner was taken because it overcame a problem with the balance of flight being to slow. But now we dont get full time afterburner. So what was a 10mph difference between flight+AB is now a 18 MPH difference....and 33mph when AB shuts down. Personally i think the breakdown should be more like Speed 120 all day. Jumping 102 all day with the 30sec thing, Flight i think should be 87mph all day, and AB should be a toggle, only effecting self, never shuts off with a 10second cool down when you shut it off, and it should cap flight a bit lower then jumping, like more around 98mph. I would rather get the extra 10mph all the time when traveling then lose 15mph after 30 second everytime i had to travel farther then .9 miles. -
Actually no, this series was filming before Covid shut everything down. Disney is just committing to putting out quality content when ever they can on whatever platform they can. Look at Mandalorian also, and the use of that "volume" for virtual sets etc, can be used in anything not just star wars. I would be pretty sure that at minimum the properties that have tie in to the movies will all be as good to watch. Seems to be Disney is peppering out 1 really stand out thing at a time, Mandalorian leads to WanadaVision leads to Flacon leads to Loki etc. And then suplementing with lower quality kids stuff like highschool musical and mighty ducks etc. But by doing weekly releases and having something NEW and special they keep their subscribers on the hook. Even on the most basic plan that is what now like 100m subscribers paying at least 7 bucks a month. Disney+ is earning them a solid movie release box office per month in subs. Flacon and Winter Soldier is said to cost 25m per episode. 6 eps = 2 months worth of subs, so they basically will earn 1.4 billion dollars off keeping people subbed for the 2 months of the run of that series and it cost them 150m to make it, which is about what the budget of a Captain Marvel at the movie theater.
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Well to each their own i guess. I dont want to watch a show about the fishing business no. But i do want these characters to feel are full and fleshed out as the ones we have been losing lately. And where Tony Stark or Capt America, Thor etc, all have had multiple movie appearances to give them full characters, second teir characters like Sam and Bucky up to now have been pretty basic only filling their needs for the story.
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Maybe not action wise but it did have some beats that were not really common place in the marvel universe. And honestly bring up other questions. For instance i was nice to address if the Avengers get "paid", which Same kind of confirms they dont. Which then leads to if they dont get paid, how did vision get the money to buy the plot of land to build him and wanda a house? Overall i think it was a good first epsisode. It opened with a nice action sequence that was IMO movie quality. I really liked the background they gave Sam with his sister and his "family" business. And i like they are dealing with Bucky and him trying to reconcile his past with his path through the future. I think over all it is going to be a good run. Even if it isnt reinventing anything.
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In my opinion all the snyder cut does is verify that all the people that bitched about snyder not completing the film and used that as an excuse for why Whedon's JL was so bad were completely and utterly wrong. I would say a good 90 percent of Whedon's cut is held within the new cut. The plot is exactly the same. Three mcguffins needed to destroy the world for darkseid, Steppinwolf trying to get the, he gets them all fight ensues. Same exact thing, same exact beats etc. Most all the content added was just more background stuff, and stuff that mostly didnt need to be there to explain the pathetically thin plot of the movie. The 10 percent that Whedon reshot was really just done to give fast exposition to the bloat of snyder's film. And example would be there are quite a few scenes that develop cyborgs back ground and him being angry with his father. In Whedons most of those are cut and one scene is created where Cyborg gets mad at his dad for making him a monster and blames him for his moms death. So essentially combining all that down. And to me that is why it is really the same movie. WB was never going to allow Snyder to create a 4 hour movie. They were already upset at the running time of BVS and made him cut 30 minutes from it, and told him justice league needed to be 2 hours. So i can not really imagine that IF Snyder was faced with having to cut down his 4 hour JL to (lets even say they gave him some slack) a 2.5 hour movie, that he would not likely have cut out 75 percent the same material that Whedon cut out. Because most all of it was not needed for that movies narrative. Many of the new FXs look horrible also. Steppenwolf looks like shinny crap done for a youtube video in every scene he is in. They dont ever get his color or lighting matched. In quite a few scenes movement is horrible and the animations look terrible. I mean look, if you got the time, check it out, i am not saying like i didnt think it was worth watching, but facing facts, it didnt remake the wheel of the crapfest the old one was. Even with most of the new content, i still would rank it in marvels lower teir of movies like Thor 2, IM2 etc.
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What are the petty but real annoyances in CoH?
QuiJon replied to DougGraves's topic in General Discussion
My biggest complaints come in the form of some players attitudes. Mostly those that seem to adhere to the idea that if you power level a character you have "no idea" how to play when you get to the upper levels. All i can ever think is "maybe some of us are just more advanced then you are and dont need the remedial courses of playing playing the low levels to remind us about taking hasten and travel powers or what a energy blast power does every time around. -
Then simply start a big fight, agro everything you can drag it to the team and then quit the TF. Wait for a tell calling you a dick and giggle about it and move on your way.
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Focused Feedback: Travel Power Updates (Build 1)
QuiJon replied to Arcanum's topic in [Open Beta] Focused Feedback
1 all SS, SJ, and Fly are ENTRY level powers in their persective pools. So honestly by your logic, right now AB is a Tier 3 power in flight. Now that is changing but if you want to asign tiers that is where it is at. So that should mean balanced by those standards that Flight, requiring the additional selection of Hover and AB should have always exceeded SS+SJ in how fast it can get you there. I dont compare the shard to anything. Cause lets also face it SS either get jet packs or simply wait for teleports in the shard they dont run it anyway, and most so do SJer. However for normal city zones, I can still hit run lock and hold the space bar and cross just about any zone i wish with SJ. and SS with the jet packs is not much different. Not only that but travel is not game play, i dont see a reason why it has a need to be balanced. By that standard when i level up a blaster solo i am mezed just as much as i am leveling up a scrapper solo, so apparently either blasters require full time mez protection like a scrapper or scrappers should lose theirs. I mean it is only fair even if it is a punishment to scrappers for the sake of balancing damage dealers..... -
Focused Feedback: Travel Power Updates (Build 1)
QuiJon replied to Arcanum's topic in [Open Beta] Focused Feedback
Another way to solve this animation issue would be to allow us to choose our animation off of the popup menu. There are a total of 4 animations for fly, and 1 for hover. Just i guess allow us to set a base animation, like change hovers base animation to that of fly, then give us a button on the popup that changes between the 4 fly animations and 1 hover at our choice, maybe if it can be a preset so that everytime you turn fly, hover etc on or off it sticks to whatever the last animation selected was until you change it. -
Focused Feedback: Travel Power Updates (Build 1)
QuiJon replied to Arcanum's topic in [Open Beta] Focused Feedback
It is a few seconds now, when i am moving maybe 5 mph behind the speed and jump cap with current fly+AB. With the new one IF AB is active i will be traveling 18mph behind speed. If it is not 32mph behind speed. In the old days before AB flight maxed out around 60ish mph, while SS was 92.5. No matter the raise this change gives flight, it gave more disparity between the travel powers over all. It essentially has taken back what the original afterburner gave us. Period. There is no way to say it has not, over all even IF where i am going i can get there in 30 seconds speedsters are going to be moving 3 times faster in comaprison to me then they did before the change. In a strait line sure that might only be a few seconds, what if i am the one that needs to go level or sell before the mission door, or i have to do the fedex and talk to someone in another zone to get a mission door set. Many things can make traveling take more then 30 seconds and leave a team waiting for a flier. -
Focused Feedback: Travel Power Updates (Build 1)
QuiJon replied to Arcanum's topic in [Open Beta] Focused Feedback
I am providing feedback. To me more important that within reason all travel powers are closer to equal then it is to their over all speed. right now i get to doors slightly behind leapers and runners. You increase my speed but increase theirs more, you are slowing me down overall. -
Focused Feedback: Travel Power Updates (Build 1)
QuiJon replied to Arcanum's topic in [Open Beta] Focused Feedback
Your fox newsing the numbers. Look at the beta, the speed caps for both leaping and jumping are full time caps that can be reached with as little investment as the caps for flight. The flight cap is only achievable if using afterburner, which is not ALWAYS going to be available. The real flight cap is 87.5 mph. SO if AB only last 30 seconds that means you can travel .9 miles before it turns off for 1 minute. .9 miles is less then halt the distance to cross IP or Talos island. So while your AB turns off, speedsters and leapers get to keep their cap bonuses. On current live 87.5 requires alot of investment but leaves you 5-6mph behind the speedsters and leapers, still 3rd but not by alot. Now if you wanted to say that AB was still a toggle, still self effecting only, and capped you at 102 and maybe give leaping another 5 percent speed cap, that would be much closer to a equal boost to all travel powers that kept them in closer relation to how they now work but increased travel speed over all for everyone. But it isnt a fair comparison to say that the investment and net results are fair when one power will lose roughly 15mph for one third of the time you are in the air. -
Focused Feedback: Travel Power Updates (Build 1)
QuiJon replied to Arcanum's topic in [Open Beta] Focused Feedback
No, it depends on what you choose to look at as important. I want to be able to create a character and a theme and not have to design that character around avoiding a terrible choice of travel powers. So for example, to me, it would make most sense to make a magically endowed character use fly as a travel power vs speed or jumping. However if fly is horrible compared to speed or jumping and lags to far behind then i and others would most likely either have to live with being punished to get the theme or break the theme and take something more useful. And this happened ALL THE TIME back on live before afterburner was added. I could be on teams of 8 all day and be lucky if i saw one other flier because it was considered to slow. Suddenly afterburner gets added and i am on teams these days all the time with fliers. The skies are lousy with them because even though it might have taken a bigger investment, you could balance your desire to fly with being atleast a respectable 3rd place in speed. So if the goal is to not leave people waiting around just for you to get to the door, and you raise flights cap but raise the caps of speed and jumping even more and make it easy for those caps to be hit, then over all its a nerf when you are comparing travel times. Sure it is a buff to flight but flight is now slower compared to jumping and speed overall. -
Focused Feedback: Travel Power Updates (Build 1)
QuiJon replied to Arcanum's topic in [Open Beta] Focused Feedback
A limitation that was always easily overcome by taking CJ, or getting free jump packs, or cheap jet packs. Face it the "vertical" limitations of SS were negated long ago this new mechanic just even further makes this "limitation" moot. It is slower then SS and still even against Fly+AB currently on our servers normally would rank you second to the door behind speedsters on any given team. It has more then enough vertical to be useful on its own and over come most any limitations of maps and more then enough speed to beat fly+ab to a door. And on beta its speed has also been increased with ours so it likely will stay second no matter what. Speed and leaping are getting perma buffs to their abilities and some utilities built in to make them even easier. Afterburner was provided to fliers because fly was considered to slow in comparison to the other travel powers. I do agree the investment to get the benefit was to high and love the more trim lined means to achieving the cap. However in raising the caps, and making it just as easy for speedsters and jumpers to reach their caps on a perma level, leaving afterburner as a click instead of the toggle it was is as a result pushing fly back down from what it originally gained when afterburner was added. Essentially your giving us afterburner for free (sort of) but making the existance of it moot by boosting everyone else back to the levels they used to exceed fly by before AB was added. Its a net nerf to fly.